CharOp/Controllers/Psion/Handbook/Items

CharOp/Controllers/Psion/Handbook/Items

by dylanarena, Oct 8,2009
Guides: [[Dnd:CharOp/Index_of_Class_Guides|Index]] | [[Dnd:CharOp/Defenders|Defenders]] | [[Dnd:CharOp/Leaders|Leaders]] | [[Dnd:CharOp/Strikers|Strikers]] | [[Dnd:CharOp/Controllers|Controllers]] | [[Dnd:CharOp/Hybrids|Hybrids]] | [[Dnd:CharOp/Race_Guides|Races]]
Controllers: [[Dnd:CharOp/Controllers/Druid|Druid]] | [[Dnd:CharOp/Controllers/Invoker|Invoker]] | [[Dnd:CharOp/Controllers/Psion|Psion]] | [[Dnd:CharOp/Controllers/Seeker|Seeker]] | [[Dnd:CharOp/Controllers/Wizard|Wizard]]
Handbook: [[Dnd:CharOp/Controllers/Psion/Handbook|Intro]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Basics|Basics]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Races|Races]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Abilities|Abilities]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Skills|Skills]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Powers|Powers]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Feats|Feats]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Paragon_Paths|Paragon Paths]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Epic_Destinies|Epic Destinies]] | Items
Items: Armor | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Arms|Arms]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Feet|Feet]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Hands|Hands]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Head|Head]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Neck|Neck]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Orb|Orb]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Ring|Ring]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Staff|Staff]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Waist|Waist]] | [[Dnd:CharOp/Controllers/Psion/Handbook/Items/Other|Other]]

Items: Psionics Toolkit
Armor:
  • Addergrease (AV) – Available in leather or hide, this armor allows you to deal some ongoing poison damage and shift away. Only when when an enemy misses you with a melee attack though.
  • Aqueous Armor (AV) – This armor's daily power reminds me of the genasi's swiftcurrent racial power, but not quite as good. It can help you escape being grabbed or move through small cracks or tight spaces. However, it doesn't let you avoid opportunity attacks or make you insubstantial. Available in cloth, leather or hide.
  • Armor of Cleansing (AV) – Similar to armor of sudden recovery but not as good.
  • Armor of Dark Deeds (AV2) – Although you have several ways of getting combat advantage, none of them are all that reliable. Still this armor may be worth a look.
  • Armor of Essence Inviolate (AV2) – Deva psions may want to gain some synergy with their racial power from this armor.
  • Armor of Negation (AV) – This armor essentially gives you the effect of the evasion and mettle feats once a day. Very expensive armor for the effect you can get.
  • Armor of Night (AV) – Radiant damage from enemies isn't all that common which makes this item's property pretty situational. However, the item's encounter power is pretty sweet, allowing you to safely extract yourself from melee and giving you the added protection of concealment. Available in cloth or leather.
  • Armor of Resistance (AV) – Specific damage resistance is pretty situational. You can carry fairly inexpensive potions of resistance if you're interested in protection from specific damage types.
  • Armor of Starlight (AV) – If you're considering this armor, you might want to look at armor of night instead.
  • Armor of Sudden Recovery (AV2) – Ongoing damage is pretty common so the +1 item bonus to saves is nice. The armor's daily power is a great counter for when you get hit with ongoing damage.
  • Assassinbane Armor (AV) – Tired of you DM surprising you? This armor might be for you.
  • Awaking Armor (PHB3) – A +1 untyped bonus to will when bloodied is nice. You might find good use out of the item's daily power if you have a DM who likes to surprise you. However, kineticists who are trained in perception aren't likely surprised very often. Not available in cloth or leather so only those psions who've picked up hide armor proficiency will be interested.
  • Battle Harness (D368) – A quick draw like property that scales (and stacks with improved initiative) makes this armor very useful. Available in cloth, leather and hide.
  • Beastlord Armor (AV) – In a game where you face a lot of beasts, this armor's daily power is pretty sweet. Available in leather or hide.
  • Blackflock Robe (AV2) – A fairly inexpensive price and a nice defensive power make this cloth armor worth a look.
  • Bloodcut Armor (PHB) – You're not likely to have enough healing surges to make this armor useful.
  • Bloodthread Armor (PHB) – A +2 item bonus to AC and saving throws when you're bloodied. Might be an decent pick if you're stuck in cloth armor for some reason.
  • Bold Victory Armor (PHB2) – A nice boost to AC when you or one of your allies bloodies an enemy each encounter. A nice power but a bit on the expensive side.
  • Breaching Armor (AV) – This armor is more suited to a front light fighter-type character. Still it can be used in a more defensive manner, which you may be interested in.
  • Chaos Weave Armor (AV) – Great reactive protection from several different damage types. If you have armor of resistance, you'll want to upgrade to this at higher levels.
  • Counterstrike Armor (AV2) – Pretty expensive armor, but the property is nice and will most certainly come into effect every encounter.
  • Darkleaf Armor (PHB) – A +2 item bonus to AC is nice, but only against the first attack in an encounter? Pass. If you want this type of bonus, get a cloak of displacement instead since it'll at least last until you get hit for the first time.
  • Deathcut Armor (PHB) – Resistance to necrotic and poison is nice, but it doesn't scale. This armor would have much more synergy if its daily power did psychic damage instead of necrotic. As is, it's pretty mediocre.
  • Defensive Armor (PHB3) – Available in cloth, leather or hide, this armor gives you a nice untyped bonus to defenses for a round once a day. The augment 1 option further increases the defensive bonus making it very useful for those devastating attacks.
  • Delver's Armor (PHB) – A +2 bonus to a saving throw is nice, but as a daily power it's not that impressive.
  • Desperate Resolve Vestments (PHB2) – Immediate interrupt that allows you to take half damage from an attack. Also allows you to spend a healing surge. A great pick for armor if you're sticking with cloth.
  • Displacer Armor (PHB2) – Sort of a reverse oath of enmity as a daily power which the enemy can't avoid unless they use close or area attacks. You shouldn't be making a habit of getting into the line of fire, but I like it. Available in cloth, leather or hide.
  • Dragonclaw Armor (D365) – A daily power that scales and helps you from being grabbed. A bit on the expensive side though.
  • Ectoplasmic Armor (PHB3) – Getting resistance to psychic damage is nice if you're a telepath and aren't a shardmind. Available in leather or hide, this armor's daily power makes you insubstantial for a round triggered when you get hit. The augment 1 option also gives you phasing which can be very handy.
  • Elusive Armor (PHB3) – The +2 untyped bonus to escape checks is pretty situational. However, the item's daily power can keep you from being immobilized as a reaction and also allows you to shift a square. The augment 1 option increases the distance you can shift. Available in both cloth and leather.
  • Elven Battle Armor (PHB) – A +5 bonus to saving throws against being slowed and immobilized is nice. The encounter power is more geared towards a melee combatant.
  • Feedback Armor (PHB3) – If you're a telepath, most if not all of your powers are likely to have the psychic keyword. However, most of them are going to be either ranged or area attacks, meaning you won't want to use them if you're adjacent to a lot of enemies. This makes the item's daily power a bit situational. The augment 2 and 4 options simply increase the damage done to adjacent enemies. Available in cloth or leather.
  • Feymind Armor (AV) – This armor's daily power is awesome, allowing you to negate an enemy's attack and possibly daze or stun them on their next turn. Available in cloth or leather.
  • Feytouched Armor (MOTP) – A nice item bonus to initiative and invisibility for two turns is a solid encounter power (even if it costs a standard action). It's even on the cheaper side.
  • Fireburst Armor (PHB) – Cloth only. Automatically saving against ongoing fire damage is nice but highly situational and the daily power is only useful if you know you're going to get hit.
  • Flickersight Armor (AV) – If your race doesn't have low light vision, you may be interested in this armor. The item's daily power doesn't synergize all that well with the property, however it does make the item more versatile.
  • Flowform Armor (PHB3) – An encounter power that allows you to make a saving throw as "No Action" is awesome. Especially when you can gain a bonus to the saving throw equal to the enhancement bonus by using the augment 1 option. Available in cloth or leather.
  • Ghostphase Armor (PHB) – Resistance to necrotic is nice, as is taking half damage for a round. You have to know that you're going to take damage though. At higher levels you also gain phasing which drastically increases the utility of this armor. I prefer desperate resolve vestments if you're sticking with cloth armor though.
  • Giantdodger Armor (AV) – This armor might be worth a look if you're playing a small race. Available in leather only.
  • Illithid Robes (AV) – Resistance to psychic damage is pretty situational, although it might be useful if you're a telepath and are regularly included in your own area attack disciplines. Available in cloth only.
  • Irrefutable Armor (AV) – Inexpensive armor whose daily power allows a reroll an attack roll versus will with a power bonus that scales up with level. Great pick for a telepath.
  • Laughing Death Armor (AV) – Resistance to necrotic, albeit situational is still nice. The item's daily power combines necrotic damage with a fortitude debuff when you get hit with a melee attack. Not a bad pick for a kineticist, especially if you have a lot of disciplines that target fortitude.
  • Loamweave Armor (AV) – This item's daily power restrains a target as a minor action without even needing to roll an attack. Very nice. Available in cloth only.
  • Magic Armor (PHB) – Not a bad choice until you decide which armor fits your play style.
  • Mantle of the Seventh Wind (PHB) – Gain a fly speed, but you must end your turn on a solid surface. If you want this type of ability you might just be better off getting some airstriders.
  • Mirrorsheen Coat (AV) – Radiant and gaze attacks aren't that common, making the item's property pretty situational. However, the item's daily power allows you to redirect a ranged attack against you once a day.
  • Mooncloth Robes (AV2) – A nice encounter power that helps you escape from enemies that run up and miss you. Fairly inexpensive too.
  • Perpetual Resolve Vestments (PHB2) – Take ongoing damage at the end of your turn, only if you fail the save. Awesome effect, but very expensive and cloth only.
  • Prismatic Robe (AV) – This armor's property will help prevent you from getting attacked on subsequent rounds. Available in cloth only.
  • Rat Form Armor (AV) – This armor's biggest use is out of combat reconnaissance. The +5 bonus to stealth is untyped so it will stack with other bonuses. Available in leather only.
  • Radiant Temple Uniform (AV2) – Free shifting once an encounter is very nice. Gets even better at higher levels.
  • Repulsion Armor (AV) – Available in cloth or leather, this armor will help keep enemies off of you for one encounter a day. Combine with antipathy gloves and you'll be very hard to engage in melee.
  • Robe of Avoidance (AV2) – Allows you to shift one as an immediate reaction when an enemy misses you in melee. Not a bad ability, but you'll probably want to switch to mooncloth robes at higher levels.
  • Robe of Bloodwalking (AV) – An encounter teleport as a free action is pretty good. However, the restrictions on when you can use it and where you must teleport to make it pretty situational. Available in cloth only.
  • Robe of Contingency (AV) – Allows you to teleport and spend a healing surge as an immediate reaction when you are bloodied and you take damage. Not a bad pick if you're sticking with cloth armor.
  • Robe of Defying Flames (AV) – Protection from fire combined with a daily power that increases your speed for a round and allows you a situational healing surge. A solid upgrade to armor of resistance if you're sticking with cloth and chose fire resistance.
  • Robe of Defying Frost (AV) – Protection from cold combined with a daily power that grants you a +1 power bonus to AC for a round and allows you a situational healing surge. A solid upgrade to armor of resistance if you're sticking with cloth and chose cold resistance.
  • Robe of Defying Storms (AV) – Protection from lightning and thunder combined with a daily power that grants you a +1 power bonus attack rolls for a round and allows you a situational healing surge. A solid upgrade to armor of resistance if you're sticking with cloth and chose either lightning or thunder resistance.
  • Robe of Eyes (AV) – Fairly cheap armor that offers a nice item bonus to perception checks and a situational immunity to blindness. Available in cloth only.
  • Robe of Forbearance (AV) – On the expensive side, but the item's daily power is a huge debuff against an enemy that is bent on harassing you. Not being able to attack the enemy is a big drawback though. Available in cloth only.
  • Robe of Quills (AV) – Become a porcupine once a day when an enemy attacks you. Not overwhelming (especially at low levels), but it may make an enemy think twice before attacking you again. Available in cloth only.
  • Robe of Sapping (AV) – A bit of a debuff that's guaranteed to last a couple of rounds. Fairly cheap, but only available in cloth at higher levels.
  • Robe of Scintillation (AV) – A robe that doubles as a torch. Neat but not overwhelming. The item's daily power can help if you get surrounded though. Available in cloth only.
  • Robe of Stars (AV) – This armor functions best when you know you're about to get attacked. Blinding enemies without having to roll an attack roll is nice, but they will get a chance to save against the effect before it ever really affects them. Available in cloth only.
  • Robe of the Archfiend (AV) – Super expensive and only available at higher levels, but this item's daily power is awesome. Domination as an immediate action is great, but the fact that you can sustain it as a minor action as long as you hit on repeated attacks is what makes this item truly great. This item works best with builds that focus on accuracy. Available in cloth only.
  • Scintillating Armor (MOTP) – A nice somewhat variable resistance daily power that last until the end of the encounter and scales. Cloth only.
  • Screaming Armor (AV) – This armor's property is good for optimizing your intimidate and its encounter power is a nice minor action debuff. Not a bad pick if you opted spend the feats for hide armor.
  • Serpentskin Armor (AV) – A 3 square shift once a day isn't all that impressive, but since you can shift through enemies' spaces, it may have it's uses. Available in leather or hide.
  • Shadowdance Armor (SAC) – Available in cloth or leather. You should be trying to avoid having enemies adjacent to you, however it does happen. Since most of your disciplines are either ranged or area attacks, not having to worry about opportunity attacks is nice. Similar to survivor's boots only you don't have to be bloodied.
  • Shadowflow Armor (PHB) – Available in cloth or leather. Gives you a bonus to stealth checks and an encounter power that gives you concealment or total concealment (invisibility) at higher levels. Solid for any psion who wants to be stealthy.
  • Shared Suffering Armor (AV) – Ongoing damage is pretty common, so this item's encounter power will probably see significant use. However, the item's cost keeps it from being a great pick.
  • Shimmering Armor (AV) – The property seems great until you realize that since you're wearing cloth armor, you shouldn't be provoking opportunities in the first place. Still, it has its uses. For example the augment 1 option of dishearten can help you disengage from melee without suffering attacks of opportunity. However, for just a little bit more gold you can get the strictly better shadowdance armor.
  • Skald's Armor (PHB2) – A couple of nice item bonuses to class skills and a daily power that is very nice (and in character). Great pick for a telepath.
  • Skin of Agonies (AV2) – Anything that allows you to automatically succeed on saving throws is worth a look. Untyped ongoing damage isn't all that common though and in order to get full effect of the item's daily power, you'll need an enemy adjacent to you which isn't something you want.
  • Snakefang Armor (AV) – Protection from poison combined with a daily power that gives an enemy ongoing poison damage. A solid upgrade to armor of resistance if you're going with leather or hide and chose poison resistance.
  • Snaketongue Robe (AV2) – Might be worth a look if you want to boost your bluff skill and want some poison resistance. Neither property scales up with level though and using a daily power to shift seems kind of weak.
  • Spiderweb Robes (AV2) – At the same price point as snaketongue robes. No bonus to bluff, but the poison resistance scales up. Also the daily power allows you to immobilize without needing to hit. Not bad.
  • Spiked Jacket (AV2) – This item was much better pre-errata, since escaping in response to being grabbed was much more powerful. If you're worried about being grabbed, there's probably better options (e.g. bracers of escape).
  • Stalker's Armor (AV) – If you have some reliable way of getting concealment (e.g. hybrid warlock with the hybrid shadow walk talent) this armor may be worth a look. Available in leather or hide.
  • Stanching Armor (D368) – It's been my experience that ongoing damage is usually typed. The armor's daily power is solid though.
  • Stoneskin Robes (AV) – Temporary hit points are always a good thing. Similar to lifeblood armor, but way cheaper. Available in cloth only.
  • Surge Armor (AV) – A power bonus to defenses isn't bad. This one won't last that long though.
  • Survivor's Armor (AV) – Being able to allocate damage to allies is a huge tactical benefit. However, damage mitigation is an even bigger advantage.
  • Sylvan Armor (PHB) – A bonus to athletics and stealth. Not bad, but I like shadowflow armor better.
  • Temporal Armor (PHB3) – A +2 item bonus to initiative should always come in handy. The item's daily power is pretty sweet, allowing you to exchange a minor action for a standard when you don't use an action point in the encounter. Almost as good as the champion of humanity feature of the adroit explorer paragon path. Only available in cloth and only at higher levels.
  • Thought-Eater Armor (PHB3) – A +2 item bonus to stealth is highly situational as is the concealment provided by the item's daily power. The augment 1 option for total concealment is pretty handy though. Available in leather or hide.
  • Tinkersuit (AV2) – This armor is like wearing a couple of handy haversacks. The encounter power is a pretty solid boost to your defenses too.
  • Translocation Armor (AV2) – On the expensive side, but an encounter teleport as an immediate reaction when an enemy miss you is pretty sweet.
  • Vaporform Armor (AV) – Similar to the aqueous armor only slightly better since you also gain fly (hover).
  • Veteran's Armor (AV) – A +1 item bonus to attacks and defenses for two turns when you spend an action point. Solid.
  • Voidcrystal Armor (AV) – This item's daily power is either a decent debuff or does ongoing damage. However, they'll have to miss your AC in order for you to use it and they may save before it ever affects them.
  • Wildleaf Armor (AV) – Difficult terrain can be a real obstacle, albeit situational. This armor essentially duplicates the unfettered stride while outdoors.
  • Winged Armor (AV2) – The property seems pretty weak, but being able to fly and getting a bonus to defenses as a daily item power is nice.
  • Zealot's Armor (AV) – This armor can be great in an undead heavy game. Available in cloth only.

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